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authorAndrei Karas <akaras@inbox.ru>2016-08-13 23:45:42 +0300
committerAndrei Karas <akaras@inbox.ru>2016-08-13 23:45:42 +0300
commit30fc330b4b7fcdca0328744055f82def2a3a7c0f (patch)
tree33d1a793c39840cc50b3cc2b8394fdd310cf144f /src/emap/pc.c
parent5a06329b9d01b7c250e27843f0634b238aac90b7 (diff)
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Add own pc_jobchange function. not change job exp and send new packet for slots changes.s20160814
Diffstat (limited to 'src/emap/pc.c')
-rw-r--r--src/emap/pc.c221
1 files changed, 221 insertions, 0 deletions
diff --git a/src/emap/pc.c b/src/emap/pc.c
index 8980662..b371797 100644
--- a/src/emap/pc.c
+++ b/src/emap/pc.c
@@ -10,9 +10,13 @@
#include "common/HPMi.h"
#include "common/memmgr.h"
#include "common/mmo.h"
+#include "common/nullpo.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
+#include "map/chrif.h"
+#include "map/homunculus.h"
+#include "map/elemental.h"
#include "map/itemdb.h"
#include "map/npc.h"
#include "map/pc.h"
@@ -771,3 +775,220 @@ int epc_dead_post(int retVal,
}
return retVal;
}
+
+/*==========================================
+ * Called when player changes job
+ * Rewrote to make it tidider [Celest]
+ *------------------------------------------*/
+int epc_jobchange(struct map_session_data *sd,
+ int job,
+ int upper __attribute__ ((unused)))
+{
+ int i, fame_flag=0;
+ int b_class, idx = 0;
+
+ nullpo_ret(sd);
+
+ if (job < 0)
+ return 1;
+
+ //Normalize job.
+ b_class = pc->jobid2mapid(job);
+ if (b_class == -1)
+ return 1;
+/*
+ switch (upper)
+ {
+ case 1:
+ b_class|= JOBL_UPPER;
+ break;
+ case 2:
+ b_class|= JOBL_BABY;
+ break;
+ }
+ //This will automatically adjust bard/dancer classes to the correct gender
+ //That is, if you try to jobchange into dancer, it will turn you to bard.
+ job = pc->mapid2jobid(b_class, sd->status.sex);
+ if (job == -1)
+ return 1;
+*/
+
+ if ((unsigned short)b_class == sd->class_)
+ return 1; //Nothing to change.
+
+/*
+ // changing from 1st to 2nd job
+ if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
+ {
+ sd->change_level_2nd = sd->status.job_level;
+ pc_setglobalreg(sd, script->add_str("jobchange_level"), sd->change_level_2nd);
+ }
+ // changing from 2nd to 3rd job
+ else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD))
+ {
+ sd->change_level_3rd = sd->status.job_level;
+ pc_setglobalreg(sd, script->add_str("jobchange_level_3rd"), sd->change_level_3rd);
+ }
+*/
+
+ if(sd->cloneskill_id)
+ {
+ idx = skill->get_index(sd->cloneskill_id);
+ if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED)
+ {
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
+ clif->deleteskill(sd, sd->cloneskill_id);
+ }
+ sd->cloneskill_id = 0;
+ pc_setglobalreg(sd, script->add_str("CLONE_SKILL"), 0);
+ pc_setglobalreg(sd, script->add_str("CLONE_SKILL_LV"), 0);
+ }
+
+ if(sd->reproduceskill_id)
+ {
+ idx = skill->get_index(sd->reproduceskill_id);
+ if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED)
+ {
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
+ clif->deleteskill(sd, sd->reproduceskill_id);
+ }
+ sd->reproduceskill_id = 0;
+ pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL"),0);
+ pc_setglobalreg(sd, script->add_str("REPRODUCE_SKILL_LV"),0);
+ }
+
+/*
+ if ((b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK))
+ { //Things to remove when changing class tree.
+ const int class_ = pc->class2idx(sd->status.class_);
+ short id;
+ for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_][i].id) > 0; i++)
+ {
+ //Remove status specific to your current tree skills.
+ enum sc_type sc = status->skill2sc(id);
+ if (sc > SC_COMMON_MAX && sd->sc.data[sc])
+ status_change_end(&sd->bl, sc, INVALID_TIMER);
+ }
+ }
+
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR)
+ {
+ // going off star glad lineage, reset feel to not store no-longer-used vars in the database
+ pc->resetfeel(sd);
+ }
+*/
+
+ sd->status.class_ = job;
+ fame_flag = pc->famerank(sd->status.char_id, sd->class_ & MAPID_UPPERMASK);
+ sd->class_ = (unsigned short)b_class;
+// sd->status.job_level = 1;
+// sd->status.job_exp = 0;
+
+ if (sd->status.base_level > pc->maxbaselv(sd))
+ {
+ sd->status.base_level = pc->maxbaselv(sd);
+ sd->status.base_exp=0;
+ pc->resetstate(sd);
+ clif->updatestatus(sd, SP_STATUSPOINT);
+ clif->updatestatus(sd, SP_BASELEVEL);
+ clif->updatestatus(sd, SP_BASEEXP);
+ clif->updatestatus(sd, SP_NEXTBASEEXP);
+ }
+
+ clif->updatestatus(sd, SP_JOBLEVEL);
+ clif->updatestatus(sd, SP_JOBEXP);
+ clif->updatestatus(sd, SP_NEXTJOBEXP);
+
+ for (i = 0; i < EQI_MAX; i ++)
+ {
+ if (sd->equip_index[i] >= 0)
+ {
+ if (!pc->isequip(sd, sd->equip_index[i]))
+ pc->unequipitem(sd, sd->equip_index[i], PCUNEQUIPITEM_FORCE); // unequip invalid item for class
+ }
+ }
+
+ //Change look, if disguised, you need to undisguise
+ //to correctly calculate new job sprite without
+ if (sd->disguise != -1)
+ pc->disguise(sd, -1);
+
+ status->set_viewdata(&sd->bl, job);
+ send_changelook2(sd, &sd->bl, sd->bl.id, LOOK_BASE, sd->vd.class_, 0, NULL, 0, AREA);
+// clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
+ if (sd->vd.cloth_color)
+ clif->changelook(&sd->bl, LOOK_CLOTHES_COLOR, sd->vd.cloth_color);
+ if (sd->vd.body_style)
+ clif->changelook(&sd->bl, LOOK_BODY2, sd->vd.body_style);
+
+ //Update skill tree.
+ pc->calc_skilltree(sd);
+ clif->skillinfoblock(sd);
+
+ if (sd->ed)
+ elemental->delete(sd->ed, 0);
+ if (sd->state.vending)
+ vending->close(sd);
+
+ map->foreachinmap(pc->jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
+
+ //Remove peco/cart/falcon
+ i = sd->sc.option;
+ if (i & OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT))
+ i &= ~ OPTION_RIDING;
+ if (i & OPTION_FALCON && !pc->checkskill(sd, HT_FALCON))
+ i &= ~ OPTION_FALCON;
+ if (i & OPTION_DRAGON && !pc->checkskill(sd,RK_DRAGONTRAINING))
+ i &= ~ OPTION_DRAGON;
+ if (i & OPTION_WUGRIDER && !pc->checkskill(sd,RA_WUGMASTERY))
+ i &= ~ OPTION_WUGRIDER;
+ if (i & OPTION_WUG && !pc->checkskill(sd,RA_WUGMASTERY))
+ i &= ~ OPTION_WUG;
+ if (i & OPTION_MADOGEAR) //You do not need a skill for this.
+ i &= ~ OPTION_MADOGEAR;
+//#ifndef NEW_CARTS
+// if (i & OPTION_CART && !pc->checkskill(sd, MC_PUSHCART))
+// i &= ~ OPTION_CART;
+//#else
+ if (sd->sc.data[SC_PUSH_CART] && !pc->checkskill(sd, MC_PUSHCART))
+ pc->setcart(sd, 0);
+//#endif
+ if (i != sd->sc.option)
+ pc->setoption(sd, i);
+
+ if (homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN))
+ homun->vaporize(sd, HOM_ST_REST);
+
+ if (sd->status.manner < 0)
+ clif->changestatus(sd, SP_MANNER, sd->status.manner);
+
+ status_calc_pc(sd, SCO_FORCE);
+ pc->checkallowskill(sd);
+ pc->equiplookall(sd);
+
+ //if you were previously famous, not anymore.
+ if (fame_flag)
+ {
+ chrif->save(sd, 0);
+ chrif->buildfamelist();
+ }
+ else if (sd->status.fame > 0)
+ {
+ //It may be that now they are famous?
+ switch (sd->class_&MAPID_UPPERMASK)
+ {
+ case MAPID_BLACKSMITH:
+ case MAPID_ALCHEMIST:
+ case MAPID_TAEKWON:
+ chrif->save(sd, 0);
+ chrif->buildfamelist();
+ break;
+ }
+ }
+
+ return 0;
+}